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1 | Ruled by: Archmage Valerian Falaron III | |
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3 | Flag: Blue with a white cross in the center of the circle. In the center is a beaked dragon with a pair of antlers. | |
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6 | - | GEOGRAPHY |
6 | + | GEOGRAPHY/CLIMATE |
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8 | Eris is a harsh and wintry place. Most of the south is made up of pine forests and flat plains, which eventually leads off into a tundra. Farther north is always layered by several sheets of snow, whether it be permanently caked into the ground, or softly fluttering in from the skies, before breaking off into massive chunks of ice found in the farthest reaches. | |
9 | - | Eris has incredibly cold climate. So freezing, in fact, that the Vensenti native to the north have earned a near magical resistance to the cold. The majority of Eris is a frozen tundra or plains, terminating into a mountain line that cuts off a small portion of the north from the coast. A thick sheet of ice covers the coastal waters. |
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11 | GOVERNMENT | |
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14 | - | The government is designed to cater towards the Magi, and is easily manipulated by those gifted in the use of the arcane arts. The Erish state is ruled by a governing body called the Council of Elders; which is a small group of 10 Magi that handle the laws and legislature of the country. The ruler of Eris is the Archmage, who, needless to say, possesses the strongest magical power in all of Eris. Rather than focus on political knowledge, the council prefers to focus more on those well-versed with arcane knowledge. |
14 | + | Erish politics always favors those with magical talent, and is very easily manipulated through either the use of, or by people who are capable of controlling the arcane arts. The Erish state is ruled by a governing body called the Council of Elders; a group of 10 magi that handle laws and legislature of the country. One of these Magi, the Archmage, is elected as the leader of the council, and thus the King or 'Archmage' of the country. The nine Magi keep him in check, and personally handpick potential council members as their apprentice. |
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16 | - | The Archmagus is handpicked by the Council. While they have a final say in all things, the Council is allowed to overrule the Archmagus by a vote. Mages within the council are generally sworn in and replaced by members of that Magi's family, however, it is possible for someone to join the Council by possessing powerful magic rather than blood, and has happened a few times in the past. Members of the council can actually be challenged for their position through a magical duel, so long as the council okays the challenge. |
16 | + | Should the Archmagus die, the council will automatically elect a new Archmage through a voting process, followed by selecting from one of their apprentices to replace the loss. Mages within the council are generally sworn in and replaced by members of that magi's family, however, it is entirely possible for someone to join the Council by possessing incredible magical knowledge rather than nobility -- a case that has happened countless times in the past. Members of the council can actually be challenged through magical duel, so long as the council okays the challenge. |
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20 | INHABITANTS | |
21 | - | Humans born in Eris are known as the Erish. |
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23 | - | Vensent(Snow Elves): Vensent make up most of the north, and have developed an entirely magical resistance that allows them to withstand the cold and cruel conditions. They're a relaxed bunch, with a very patient and detached mind granted to them by their super long lifespans. As a result, they're very rarely excited and pretty unconcerned with the events affecting only short-term things, and are likewise slow to make friends or enemies due to the fact that their time is measured in centuries as opposed to decades. The Vensent value things that last forever; martial skill, knowledge, and so forth. |
23 | + | Erish(Snow Elves): The Erish are the natural inhabitants of Eris, and have developed an almost entirely magical resistance that allows them to withstand cold and cruel conditions. They're a relaxed bunch, with very patient and detached minds granted to them by their incredibly long lifespans. As a result, they're seldom excited and unconcerned with events affecting only long-term things, and are likewise slow to make friends or enemies due to the fact that their time is measured in centuries, not decades. What the Erish value the most are things that can last forever; martial skill, knowledge, and in many cases, artifacts. |
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25 | - | Vensent are known to be tradesmen, and will often go about selling their artifacts and trinkets that they managed to get their hands on. |
25 | + | The Erish are known to be tradesmen, and will often go about selling their artifacts and trinkets that they managed to get their hands on. |
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27 | - | Khasta: A tribal race to the north. The Khasta have a mean streak for causing trouble such as killing or kidnapping adventurers, ransacking villages, and as a result are stereotyped as savages. Despite this, the Khasta are by no means stupid, and are actually very magic-savvy. Thankfully, their tribes are so far up north that they're easily avoided. |
27 | + | Undead: Self-explanatory. Far north of Eris, nothing is able to truly die. Though no one has found out the cause of this anomaly, many have dismissed the idea of necromancy being at work here, as it's been the case for several hundred years. When something dies in the far north, they rise later as a vengeful undead, and will keep rising until their bodies are destroyed by magic. Unfortunately, this makes the Northern reaches of the country entirely uninhabitable, save for the reclusive tribes of the Khasta. |
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29 | - | Goblins: Erish Goblins are no different from any other Goblin; while savage tribes are very seldom seen, the Goblins of Eris are actually great thinkers, and are known for creating ingenious magical constructs. Like most Goblin engineering, their magical constructs are apt to be a bit unstable. |
29 | + | Khasta: In addition to the undead, there lies a race of humanoids known as the Khasta. Many scholars have attempted to find more about their kind, but have failed to ever really get back alive to tell the tale. The few that survive Khasta attacks typically state that they're more than just the savages that many claim them to be. Their shaman are known to use powerful magic that hides away their fighters, so that they may quickly sweep in to overwhelm their enemies. |
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34 | NOTABLE PEOPLE | |
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37 | Valerian Falaron | |
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39 | Alina Rosingale | |
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41 | Errin Perrault | |
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43 | Draelon Talain | |
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45 | RELIGION | |
46 | - | Zen'Ari: Zen'Ari is a very common god in Eris; actually ranking as one of the top deities respected within the country. Most Zenarin worshipers serve him as grave keepers or priests for exorcising the dead. |
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48 | Zen'Ari: Zen'Ari is a very common god in Eris; and is widely regarded as the patron god of the nation. Most Zenarin worshipers serve him as grave keepers or priests for exorcising the dead. | |
49 | - | Helvian: As the god of magic, it makes perfect sense that Helvian would be one of the most venerated deities in all of Eris. However, his chaotic nature does chase away a few would-be followers. Still, Helvian remains as the second most popular deity in all of Eris, just behind Amelia herself. |
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51 | Helvian: As the god of magic, it makes perfect sense that Helvian would be one of the most venerated deities in all of Eris. However, his chaotic nature does chase away a few would-be followers. Still, Helvian remains as the second most popular deity in all of Eris, just behind Zen'Ari. | |
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56 | RITUALS/CELEBRATIONS | |
57 | - | Frost Fest: Celebrating the 'marriage' between Zen'Ari and his wife. The Frost Fest is celebrated once every 21st of Ariseth, and is celebrated with a LOT OF ICE SCULPTURES, public wedding ceremonies, and most importantly, wine drinking competitions. |
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59 | - | Kalilara: A showdown between two mages. A Kalilara is fully based around using magic, and is generally done only when the challenger's opponent has caused some great shame to him. |
59 | + | Frost Fest: Celebrating the marriage between Zen'Ari and his beloved, The Frost Fest is celebrated every 21st of Ariseth, and is known for being relatively flashy in comparison to the dark and foreboding nature normally associated with Zen'Ari. It's celebrated with several ice sculptures, public wedding ceremonies, and more importantly, a traditional feast shared among families. |
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61 | Kali'Lara: A showdown between two mages. A Kali'Lara is fully based around using magic, and is usually done to bring or restore great honor to the winner. Kali'Laras are also sometimes used in challenges between the Archmagi those that wish to take their place. |